|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef AI_BASENPC_PHYSICSFLYER_H
#define AI_BASENPC_PHYSICSFLYER_H
#ifdef _WIN32
#pragma once
#endif
#include "ai_basenpc.h"
#include "ai_navigator.h"
//-----------------------------------------------------------------------------
// The combot.
//-----------------------------------------------------------------------------
abstract_class CAI_BasePhysicsFlyingBot : public CAI_BaseNPC, public IMotionEvent { DECLARE_CLASS( CAI_BasePhysicsFlyingBot, CAI_BaseNPC ); public: DECLARE_DATADESC();
void StartTask( const Task_t *pTask ); void GetVelocity(Vector *vVelocity, AngularImpulse *vAngVelocity); virtual QAngle BodyAngles();
virtual bool ShouldSavePhysics() { return true; }
protected: CAI_BasePhysicsFlyingBot(); ~CAI_BasePhysicsFlyingBot();
Vector VelocityToAvoidObstacles(float flInterval); virtual float MinGroundDist(void);
virtual void TurnHeadToTarget( float flInterval, const Vector &moveTarget );
void MoveInDirection( float flInterval, const Vector &targetDir, float accelXY, float accelZ, float decay) { decay = ExponentialDecay( decay, 1.0, flInterval ); accelXY *= flInterval; accelZ *= flInterval;
m_vCurrentVelocity.x = ( decay * m_vCurrentVelocity.x + accelXY * targetDir.x ); m_vCurrentVelocity.y = ( decay * m_vCurrentVelocity.y + accelXY * targetDir.y ); m_vCurrentVelocity.z = ( decay * m_vCurrentVelocity.z + accelZ * targetDir.z ); }
void MoveToLocation( float flInterval, const Vector &target, float accelXY, float accelZ, float decay) { Vector targetDir = target - GetLocalOrigin(); VectorNormalize(targetDir);
MoveInDirection(flInterval, targetDir, accelXY, accelZ, decay); }
void Decelerate( float flInterval, float decay ) { decay *= flInterval; m_vCurrentVelocity.x = (decay * m_vCurrentVelocity.x); m_vCurrentVelocity.y = (decay * m_vCurrentVelocity.y); m_vCurrentVelocity.z = (decay * m_vCurrentVelocity.z); }
void AddNoiseToVelocity( float noiseScale = 1.0 ) { if( m_vNoiseMod.x ) { m_vCurrentVelocity.x += noiseScale*sin(m_vNoiseMod.x * gpGlobals->curtime + m_vNoiseMod.x); }
if( m_vNoiseMod.y ) { m_vCurrentVelocity.y += noiseScale*cos(m_vNoiseMod.y * gpGlobals->curtime + m_vNoiseMod.y); }
if( m_vNoiseMod.z ) { m_vCurrentVelocity.z -= noiseScale*cos(m_vNoiseMod.z * gpGlobals->curtime + m_vNoiseMod.z); } }
void LimitSpeed( float zLimit, float maxSpeed = -1 ) { if ( maxSpeed == -1 ) maxSpeed = m_flSpeed; if (m_vCurrentVelocity.Length() > maxSpeed) { VectorNormalize(m_vCurrentVelocity); m_vCurrentVelocity *= maxSpeed; } // Limit fall speed
if (zLimit > 0 && m_vCurrentVelocity.z < -zLimit) { m_vCurrentVelocity.z = -zLimit; } }
AI_NavPathProgress_t ProgressFlyPath( float flInterval, const CBaseEntity *pNewTarget, unsigned collisionMask, bool bNewTrySimplify = true, float strictPointTolerance = 32.0 );
const Vector &GetCurrentVelocity() const { return m_vCurrentVelocity; } void SetCurrentVelocity(const Vector &vNewVel) { m_vCurrentVelocity = vNewVel; }
const Vector &GetNoiseMod() const { return m_vNoiseMod; } void SetNoiseMod( float x, float y, float z ) { m_vNoiseMod.Init( x, y, z ); } void SetNoiseMod( const Vector &noise ) { m_vNoiseMod = noise; }
void TranslateNavGoal( CBaseEntity *pTarget, Vector &chasePosition );
virtual void MoveToTarget(float flInterval, const Vector &MoveTarget) = 0;
virtual float GetHeadTurnRate( void ) { return 15.0f; } // Degrees per second
bool CreateVPhysics( void ); IMotionEvent::simresult_e Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular );
virtual void ClampMotorForces( Vector &linear, AngularImpulse &angular ) { // limit reaction forces
linear.x = clamp( linear.x, -3000.f, 3000.f ); linear.y = clamp( linear.y, -3000.f, 3000.f ); linear.z = clamp( linear.z, -3000.f, 3000.f );
// add in weightlessness
linear.z += 800.f; }
// -------------------------------
// Movement vars
// -------------------------------
Vector m_vCurrentVelocity; Vector m_vCurrentBanking; Vector m_vNoiseMod; float m_fHeadYaw; Vector m_vLastPatrolDir; IPhysicsMotionController *m_pMotionController; };
#endif // AI_BASENPC_PHYSICSFLYER_H
|